[Bf-blender-cvs] [819b8adb94f] blender2.8: Eevee: Move Spherical Harmonics to a new Probe UBO.
Clément Foucault
noreply at git.blender.org
Sun Jun 4 23:12:08 CEST 2017
Commit: 819b8adb94f5ab617a0b2bcac37678eb4874dfbd
Author: Clément Foucault
Date: Sun Jun 4 16:50:22 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB819b8adb94f5ab617a0b2bcac37678eb4874dfbd
Eevee: Move Spherical Harmonics to a new Probe UBO.
Keep data packing tight to prevent use of padding floats
===================================================================
M source/blender/draw/engines/eevee/eevee_materials.c
M source/blender/draw/engines/eevee/eevee_private.h
M source/blender/draw/engines/eevee/eevee_probes.c
M source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
M source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 23f87a41b24..7297f3a1e90 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -37,6 +37,7 @@
#define SHADER_DEFINES \
"#define EEVEE_ENGINE\n" \
+ "#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \
"#define MAX_LIGHT " STRINGIFY(MAX_LIGHT) "\n" \
"#define MAX_SHADOW_CUBE " STRINGIFY(MAX_SHADOW_CUBE) "\n" \
"#define MAX_SHADOW_MAP " STRINGIFY(MAX_SHADOW_MAP) "\n" \
@@ -257,12 +258,14 @@ struct GPUMaterial *EEVEE_material_mesh_get(struct Scene *scene, Material *ma)
static void add_standard_uniforms(DRWShadingGroup *shgrp, EEVEE_SceneLayerData *sldata)
{
+ DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(shgrp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(shgrp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_int(shgrp, "light_count", &sldata->lamps->num_light, 1);
+ DRW_shgroup_uniform_int(shgrp, "probe_count", &sldata->probes->num_cube, 1);
+ DRW_shgroup_uniform_float(shgrp, "lodMax", &sldata->probes->lodmax, 1);
DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex);
DRW_shgroup_uniform_buffer(shgrp, "probeCubes", &sldata->probe_pool);
- DRW_shgroup_uniform_float(shgrp, "lodMax", &sldata->probes->lodmax, 1);
DRW_shgroup_uniform_buffer(shgrp, "shadowCubes", &sldata->shadow_depth_cube_pool);
DRW_shgroup_uniform_buffer(shgrp, "shadowCascades", &sldata->shadow_depth_cascade_pool);
}
@@ -339,8 +342,7 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
}
}
-/* Macro to call the right */
-#define ADD_MATERIAL_CALL(shgrp, ob, geom) do { \
+#define ADD_SHGROUP_CALL(shgrp, ob, geom) do { \
if (is_sculpt_mode) { \
DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat); \
} \
@@ -363,7 +365,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
/* Depth Prepass */
DRWShadingGroup *depth_shgrp = do_cull ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp;
- ADD_MATERIAL_CALL(depth_shgrp, ob, geom);
+ ADD_SHGROUP_CALL(depth_shgrp, ob, geom);
/* Get per-material split surface */
struct Batch **mat_geom = DRW_cache_object_surface_material_get(ob);
@@ -398,7 +400,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
if (shgrp) {
add_standard_uniforms(shgrp, sldata);
- ADD_MATERIAL_CALL(shgrp, ob, mat_geom[i]);
+ ADD_SHGROUP_CALL(shgrp, ob, mat_geom[i]);
}
else {
/* Shader failed : pink color */
@@ -418,7 +420,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);
DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1);
- ADD_MATERIAL_CALL(shgrp, ob, mat_geom[i]);
+ ADD_SHGROUP_CALL(shgrp, ob, mat_geom[i]);
}
}
}
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 3e4547e76ac..0d5ab592563 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -167,6 +167,7 @@ enum {
/* ************ PROBE UBO ************* */
typedef struct EEVEE_Probe {
float position[3], dist;
+ float shcoefs[9][3], pad;
} EEVEE_Probe;
/* ************ PROBE DATA ************* */
@@ -185,7 +186,6 @@ typedef struct EEVEE_ProbesInfo {
float lodmax;
int shres;
int shnbr;
- float shcoefs[9][3]; /* Temp */
struct GPUTexture *backgroundtex;
/* List of probes in the scene. */
/* XXX This is fragile, can get out of sync quickly. */
diff --git a/source/blender/draw/engines/eevee/eevee_probes.c b/source/blender/draw/engines/eevee/eevee_probes.c
index a5097080646..70e1ac02ef9 100644
--- a/source/blender/draw/engines/eevee/eevee_probes.c
+++ b/source/blender/draw/engines/eevee/eevee_probes.c
@@ -128,6 +128,7 @@ void EEVEE_probes_init(EEVEE_SceneLayerData *sldata)
if (!sldata->probes) {
sldata->probes = MEM_callocN(sizeof(EEVEE_ProbesInfo), "EEVEE_ProbesInfo");
+ sldata->probe_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Probe) * MAX_PROBE, NULL);
}
/* Setup Render Target Cubemap */
@@ -151,7 +152,7 @@ void EEVEE_probes_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
{
EEVEE_ProbesInfo *pinfo = sldata->probes;
- pinfo->num_cube = 0;
+ pinfo->num_cube = 1; /* at least one for the world */
memset(pinfo->probes_ref, 0, sizeof(pinfo->probes_ref));
{
@@ -260,15 +261,19 @@ void EEVEE_probes_cache_finish(EEVEE_SceneLayerData *sldata)
DRWFboTexture tex_filter = {&sldata->probe_pool, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
DRW_framebuffer_init(&sldata->probe_filter_fb, &draw_engine_eevee_type, PROBE_SIZE, PROBE_SIZE, &tex_filter, 1);
+
+ DRW_uniformbuffer_update(sldata->probe_ubo, &sldata->probes->probe_data);
}
/* Renders the probe with index probe_idx.
* Renders the world probe if probe_idx = -1. */
-void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int probe_idx)
+static void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int probe_idx)
{
EEVEE_ProbesInfo *pinfo = sldata->probes;
+ EEVEE_Probe *eprobe = &pinfo->probe_data[probe_idx];
Object *ob = NULL;
- bool is_object_probe = (probe_idx != -1);
+ struct DRWPass *probe_pass;
+ bool is_object_probe = (probe_idx > 0);
float projmat[4][4], posmat[4][4];
float near, far;
@@ -283,11 +288,13 @@ void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int pro
/* Move to capture position */
negate_v3_v3(posmat[3], ob->obmat[3]);
+ probe_pass = psl->probe_background; /* TODO use objects in the scene */
}
else {
/* World cubemap */
near = 0.1f;
far = 100.0f;
+ probe_pass = psl->probe_background;
}
/* 1 - Render to cubemap target using geometry shader. */
@@ -302,7 +309,7 @@ void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int pro
}
DRW_framebuffer_bind(sldata->probe_fb);
- DRW_draw_pass(psl->probe_background);
+ DRW_draw_pass(probe_pass);
if (is_object_probe) {
DRW_framebuffer_clear(true, true, false, clear_color, 1.0);
@@ -337,7 +344,7 @@ void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int pro
else if (pinfo->padding_size > 4) {
pinfo->padding_size += 1;
}
- pinfo->layer = probe_idx + 1; /* 0 is world */
+ pinfo->layer = probe_idx;
pinfo->roughness = (float)i / ((float)maxlevel - 4.0f);
pinfo->roughness *= pinfo->roughness; /* Disney Roughness */
pinfo->roughness *= pinfo->roughness; /* Distribute Roughness accros lod more evenly */
@@ -369,8 +376,6 @@ void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int pro
}
/* For shading, save max level of the octahedron map */
pinfo->lodmax = (float)(maxlevel - min_lod_level) - 1.0f;
- /* reattach to have a valid framebuffer. */
- DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
/* 4 - Compute spherical harmonics */
/* Tweaking parameters to balance perf. vs precision */
@@ -378,14 +383,19 @@ void render_one_probe(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, int pro
pinfo->lodfactor = 4.0f; /* Improve cache reuse */
DRW_framebuffer_bind(sldata->probe_sh_fb);
DRW_draw_pass(psl->probe_sh_compute);
- DRW_framebuffer_read_data(0, 0, 9, 1, 3, 0, (float *)pinfo->shcoefs);
+ DRW_framebuffer_read_data(0, 0, 9, 1, 3, 0, (float *)eprobe->shcoefs);
+
+ /* reattach to have a valid framebuffer. */
+ DRW_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
}
void EEVEE_probes_refresh(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
{
if (e_data.update_world) {
- render_one_probe(sldata, psl, -1);
+ render_one_probe(sldata, psl, 0);
e_data.update_world = false;
+
+ DRW_uniformbuffer_update(sldata->probe_ubo, &sldata->probes->probe_data);
}
}
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 8963ad2b93e..b0b11c489b6 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -9,6 +9,23 @@
/* ------- Structures -------- */
+struct ProbeData {
+ vec4 position_influence; /* w : InfluenceRadius */
+ vec4 shcoefs[7];
+};
+
+#define p_position position_influence.xyz
+#define p_spec position_influence.w
+#define shcoef0 shcoefs[0].rgb
+#define shcoef1 vec3(shcoefs[0].a, shcoefs[1].rg)
+#define shcoef2 vec3(shcoefs[1].ba, shcoefs[2].r)
+#define shcoef3 shcoefs[2].gba
+#define shcoef4 shcoefs[3].rgb
+#define shcoef5 vec3(shcoefs[3].a, shcoefs[4].rg)
+#define shcoef6 vec3(shcoefs[4].ba, shcoefs[5].r)
+#define shcoef7 shcoefs[5].gba
+#define shcoef8 shcoefs[6].rgb
+
struct LightData {
vec4 position_influence; /* w : InfluenceRadius */
vec4 color_spec; /* w : Spec Intensity */
@@ -172,34 +189,34 @@ float buffer_depth(bool is_persp, float z, float zf, float zn)
#define spherical_harmonics spherical_harmonics_L2
/* http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/ */
-vec3 spherical_harmonics_L1(vec3 N, vec3 shcoefs[9])
+vec3 spherical_harmonics_L1(vec3 N, vec4 shcoefs[3])
{
vec3 sh = vec3(0.0);
- sh += 0.282095 * shcoefs[0];
+ sh += 0.282095 * shcoef0;
- sh += -0.488603 * N.z * shcoefs[1];
- sh += 0.488603 * N.y * shcoefs[2];
- sh += -0.488603 * N.x * shcoefs[3];
+ sh += -0.488603 * N.z * shcoef1;
+ sh += 0.488603 * N.y * shcoef2;
+ sh += -0.488603 * N.x * shcoef3;
return sh;
}
-vec3 spherical_harmonics_L2(vec3 N, vec3 shcoefs[9])
+vec3 spherical_harmonics_L2(vec3 N, vec4 shcoefs[7])
{
vec3 sh = vec3(0.0);
- sh += 0.282095 * shcoefs[0];
+ sh += 0.282095 * shcoef0;
- sh += -0.488603 * N.z * shcoefs[1];
- sh += 0.488603 * N.y * shcoefs[2];
- sh += -0.488603 * N.x * shcoefs[3];
+ sh += -0.488603 * N.z * shcoef1;
+ sh += 0.488603 * N.y * shcoef2;
+ sh += -0.4886
@@ Diff output truncated at 10240 characters. @@
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